Gopher2600/gui/sdlimgui/service.go
JetSetIlly 11fb367ff5 periperhal event PaddleSet now takes a pair of float32 values
float32 pair defined as ports.EventDataPaddle

added functions to convert the float32 to and from a playback entry.
conversion from the playback entry tolerates a single float32 value
meaning that old recording files will work

rename plugging.PortLeftPlayer and plugging.PortRightPlayer to just
plugging.PortLeft and plugging.PortRight
2023-02-27 21:27:21 +00:00

637 lines
17 KiB
Go

// This file is part of Gopher2600.
//
// Gopher2600 is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// Gopher2600 is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with Gopher2600. If not, see <https://www.gnu.org/licenses/>.
package sdlimgui
import (
"time"
"github.com/jetsetilly/gopher2600/debugger/govern"
"github.com/jetsetilly/gopher2600/hardware/riot/ports/plugging"
"github.com/jetsetilly/gopher2600/logger"
"github.com/jetsetilly/gopher2600/notifications"
"github.com/jetsetilly/gopher2600/userinput"
"github.com/inkyblackness/imgui-go/v4"
"github.com/veandco/go-sdl2/sdl"
)
// Service implements GuiCreator interface.
func (img *SdlImgui) Service() {
// handle font reset procedure
if img.resetFonts >= 1 {
if img.resetFonts == 1 {
err := img.glsl.setupFonts()
if err != nil {
panic(err)
}
img.wm.hasInitialised = false
}
img.resetFonts--
}
// refresh lazy values
switch img.mode.Load().(govern.Mode) {
case govern.ModeDebugger:
img.lz.Refresh()
case govern.ModePlay:
img.lz.FastRefresh()
}
// poll for sdl event or timeout
ev := img.polling.wait()
// whether mouse button down event have been polled. if it has and we poll
// an up event in the same PollEvent() loop below, then we need to
// "trickle" the up and down events over two frames. see commentary for
// trickleMouseButton type
leftMouseDownPolled := false
rightMouseDownPolled := false
// some events we want to service even if an event channel has not been
// set. very few "modes" will not set a channel but we should be mindful of
// those events that we handle entirely within this GUI implementation
//
// for those events that do require an event channel to be defined we wrap
// them in select block and log the dropped event in the default case
for ; ev != nil; ev = sdl.PollEvent() {
switch ev := ev.(type) {
case *sdl.QuitEvent:
img.quit()
// case *sdl.WindowEvent handled by event filter (see comment in serviceWindowEvent()
case *sdl.TextInputEvent:
if img.hasModal || !img.isCaptured() {
img.io.AddInputCharacters(string(ev.Text[:]))
}
case *sdl.KeyboardEvent:
img.smartHideCursor(true)
img.serviceKeyboard(ev)
case *sdl.MouseMotionEvent:
img.smartHideCursor(false)
case *sdl.MouseButtonEvent:
img.smartHideCursor(false)
// the button event to send
var button userinput.MouseButton
switch ev.Button {
case sdl.BUTTON_LEFT:
button = userinput.MouseButtonLeft
switch ev.Type {
case sdl.MOUSEBUTTONDOWN:
leftMouseDownPolled = true
case sdl.MOUSEBUTTONUP:
if leftMouseDownPolled {
img.plt.trickleMouseButtonLeft = trickleMouseDown
}
}
case sdl.BUTTON_MIDDLE:
if img.isCaptured() {
img.setCapture(false)
}
case sdl.BUTTON_RIGHT:
button = userinput.MouseButtonRight
switch ev.Type {
case sdl.MOUSEBUTTONDOWN:
rightMouseDownPolled = true
case sdl.MOUSEBUTTONUP:
if rightMouseDownPolled {
img.plt.trickleMouseButtonRight = trickleMouseDown
}
// handling of mouse capture/release is done outside of the outside of trickle
// mouse polling this means that capturing the mouse requires a physical click
// on the macintosh touchpad. I think this is okay but if it's not, the
// following code will need to be called during trickle resolution (probably
// just a function pointer)
if img.isCaptured() {
img.setCapture(false)
if !img.isPlaymode() {
img.term.pushCommand("HALT")
}
} else if img.isPlaymode() {
img.setCapture(true)
}
}
}
if img.isCaptured() {
select {
case img.userinput <- userinput.EventMouseButton{
Button: button,
Down: ev.Type == sdl.MOUSEBUTTONDOWN}:
default:
if ev.Type == sdl.MOUSEBUTTONDOWN {
logger.Log("sdlimgui", "dropped mouse down event")
} else {
logger.Log("sdlimgui", "dropped mouse up event")
}
}
}
// trigger service wake in time for next Service() iteration.
// without this, the results of the mouse button will not be
// seen until the timeout (in the next iteration) has elapsed.
//
// eg. closing a window: the window will be drawn on *this*
// frame and *this* mouse button press will be acknowledged.
// next frame the window will not be drawn. however, the *next*
// frame will sleep until the time out - *this* mouse button
// event has been consumed. calling alert() ensures there is no
// delay in drawing the *next* frame
img.polling.alert()
case *sdl.MouseWheelEvent:
var deltaX, deltaY float32
if ev.X > 0 {
deltaX++
} else if ev.X < 0 {
deltaX--
}
if ev.Y > 0 {
deltaY++
} else if ev.Y < 0 {
deltaY--
}
img.io.AddMouseWheelDelta(-deltaX/4, deltaY/4)
if img.mode.Load().(govern.Mode) != govern.ModePlay || !img.wm.playmodeWindows[winSelectROMID].playmodeIsOpen() {
select {
case img.userinput <- userinput.EventMouseWheel{Delta: deltaY}:
default:
logger.Log("sdlimgui", "dropped mouse wheel event")
}
}
case *sdl.JoyButtonEvent:
img.smartHideCursor(true)
button := userinput.GamepadButtonNone
switch ev.Button {
case 0:
button = userinput.GamepadButtonA
case 1:
button = userinput.GamepadButtonB
case 4:
button = userinput.GamepadButtonBumperLeft
case 5:
button = userinput.GamepadButtonBumperRight
case 6:
button = userinput.GamepadButtonBack
case 7:
button = userinput.GamepadButtonStart
case 8:
button = userinput.GamepadButtonGuide
}
if button != userinput.GamepadButtonNone {
select {
case img.userinput <- userinput.EventGamepadButton{
ID: plugging.PortLeft,
Button: button,
Down: ev.State == 1,
}:
default:
logger.Log("sdlimgui", "dropped gamepad button event")
}
}
case *sdl.JoyHatEvent:
img.smartHideCursor(true)
dir := userinput.DPadNone
switch ev.Value {
case sdl.HAT_CENTERED:
dir = userinput.DPadCentre
case sdl.HAT_UP:
dir = userinput.DPadUp
case sdl.HAT_DOWN:
dir = userinput.DPadDown
case sdl.HAT_LEFT:
dir = userinput.DPadLeft
case sdl.HAT_RIGHT:
dir = userinput.DPadRight
case sdl.HAT_LEFTUP:
dir = userinput.DPadLeftUp
case sdl.HAT_LEFTDOWN:
dir = userinput.DPadLeftDown
case sdl.HAT_RIGHTUP:
dir = userinput.DPadRightUp
case sdl.HAT_RIGHTDOWN:
dir = userinput.DPadRightDown
}
if dir != userinput.DPadNone {
select {
case img.userinput <- userinput.EventGamepadDPad{
ID: plugging.PortLeft,
Direction: dir,
}:
default:
logger.Log("sdlimgui", "dropped gamepad dpad event")
}
}
case *sdl.JoyAxisEvent:
if img.plt.joysticks[ev.Which].isStelladaptor {
joy := sdl.JoystickFromInstanceID(ev.Which)
select {
case img.userinput <- userinput.EventStelladaptor{
ID: plugging.PortLeft,
Horiz: joy.Axis(0),
Vert: joy.Axis(1),
}:
default:
logger.Log("sdlimgui", "dropped stelladaptor event")
}
} else {
pad := sdl.GameControllerFromInstanceID(ev.Which)
if pad.Axis(0) > userinput.ThumbstickDeadzone || pad.Axis(0) < -userinput.ThumbstickDeadzone ||
pad.Axis(1) > userinput.ThumbstickDeadzone || pad.Axis(1) < -userinput.ThumbstickDeadzone ||
pad.Axis(3) > userinput.ThumbstickDeadzone || pad.Axis(3) < -userinput.ThumbstickDeadzone ||
pad.Axis(4) > userinput.ThumbstickDeadzone || pad.Axis(4) < -userinput.ThumbstickDeadzone {
img.smartHideCursor(true)
}
switch ev.Axis {
case 0:
fallthrough
case 1:
select {
case img.userinput <- userinput.EventGamepadThumbstick{
ID: plugging.PortLeft,
Thumbstick: userinput.GamepadThumbstickLeft,
Horiz: pad.Axis(0),
Vert: pad.Axis(1),
}:
default:
logger.Log("sdlimgui", "dropped gamepad axis event")
}
case 3:
fallthrough
case 4:
select {
case img.userinput <- userinput.EventGamepadThumbstick{
ID: plugging.PortLeft,
Thumbstick: userinput.GamepadThumbstickRight,
Horiz: pad.Axis(3),
Vert: pad.Axis(4),
}:
default:
logger.Log("sdlimgui", "dropped gamepad axis event")
}
default:
}
trigger := userinput.GamepadTriggerNone
switch ev.Axis {
case 2:
trigger = userinput.GamepadTriggerLeft
case 5:
trigger = userinput.GamepadTriggerRight
}
if trigger != userinput.GamepadTriggerNone {
select {
case img.userinput <- userinput.EventGamepadTrigger{
ID: plugging.PortLeft,
Trigger: trigger,
Amount: ev.Value,
}:
default:
logger.Log("sdlimgui", "dropped gamepad axis event")
}
}
}
}
}
// mouse motion
if img.isCaptured() {
mx, my, _ := sdl.GetMouseState()
if mx != img.mouseX || my != img.mouseY {
w, h := img.plt.window.GetSize()
// reduce mouse x and y coordintes to the range 0.0 to 1.0
// no need to worry about negative numbers and numbers greater
// than 1.0 because we (should) have restricted mouse movement
// to the window (with window.SetGrab(). see the ReqCaptureMouse
// case in the ReqFeature() function)
x := float32(mx) / float32(w)
y := float32(my) / float32(h)
select {
case img.userinput <- userinput.EventMouseMotion{
X: x,
Y: y,
}:
default:
logger.Log("sdlimgui", "dropped mouse motion event")
}
img.mouseX = mx
img.mouseY = my
}
}
if img.glsl.fonts.defaultFont != 0 {
// imgui.PushFont(img.glsl.fonts.defaultFont)
// defer imgui.PopFont()
}
img.renderFrame()
}
func (img *SdlImgui) renderFrame() {
// start of a new frame
img.plt.newFrame()
imgui.NewFrame()
// draw all windows according to debug/playmode
img.draw()
// rendering
imgui.Render() // This call only creates the draw data list. Actual rendering to framebuffer is done below.
img.glsl.preRender()
img.screen.render()
img.glsl.render()
img.plt.postRender()
// process any functions that should only be done after rendering
done := false
for !done {
select {
case f := <-img.postRenderFunctions:
f()
default:
done = true
}
}
}
func (img *SdlImgui) serviceKeyboard(ev *sdl.KeyboardEvent) {
if ev.Repeat == 1 {
return
}
if ev.Type == sdl.KEYUP {
handled := true
shift := ev.Keysym.Mod&sdl.KMOD_LSHIFT == sdl.KMOD_LSHIFT || ev.Keysym.Mod&sdl.KMOD_RSHIFT == sdl.KMOD_RSHIFT
ctrl := ev.Keysym.Mod&sdl.KMOD_LCTRL == sdl.KMOD_LCTRL || ev.Keysym.Mod&sdl.KMOD_RCTRL == sdl.KMOD_RCTRL
if img.isPlaymode() {
switch ev.Keysym.Scancode {
case sdl.SCANCODE_ESCAPE:
if img.isCaptured() {
img.setCapture(false)
} else if img.wm.playmodeWindows[winSelectROMID].playmodeIsOpen() {
img.wm.playmodeWindows[winSelectROMID].playmodeSetOpen(false)
} else {
img.quit()
}
case sdl.SCANCODE_F7:
img.playScr.toggleFPS()
default:
handled = false
}
}
switch ev.Keysym.Scancode {
case sdl.SCANCODE_TAB:
if !img.isPlaymode() && imgui.IsAnyItemActive() {
// in debugger mode do not handle if an imgui widget is active
// (see the sdl.KEYDOWN branch below for opposite condition and
// explanation)
handled = false
} else {
if ctrl {
img.dbg.ReloadCartridge()
} else {
// only open ROM selector if window has been focused for a
// while. see windowFocusedTime declaration for an explanation
if time.Since(img.windowFocusedTime) > 500*time.Millisecond {
img.wm.toggleOpen(winSelectROMID)
}
}
}
case sdl.SCANCODE_GRAVE:
if img.isPlaymode() {
img.dbg.PushSetMode(govern.ModeDebugger)
} else {
img.dbg.PushSetMode(govern.ModePlay)
}
case sdl.SCANCODE_F8:
w := img.wm.playmodeWindows[winBotID]
w.playmodeSetOpen(!w.playmodeIsOpen())
case sdl.SCANCODE_F9:
img.wm.toggleOpen(winTrackerID)
case sdl.SCANCODE_F10:
img.wm.toggleOpen(winPrefsID)
case sdl.SCANCODE_F11:
img.prefs.fullScreen.Set(!img.prefs.fullScreen.Get().(bool))
case sdl.SCANCODE_F12:
if ctrl && !shift {
img.glsl.shaders[playscrShaderID].(*playscrShader).scheduleScreenshot(modeVeryLong)
} else if shift && !ctrl {
img.glsl.shaders[playscrShaderID].(*playscrShader).scheduleScreenshot(modeLong)
} else {
img.glsl.shaders[playscrShaderID].(*playscrShader).scheduleScreenshot(modeShort)
}
img.playScr.emulationNotice.set(notifications.NotifyScreenshot)
case sdl.SCANCODE_F14:
fallthrough
case sdl.SCANCODE_SCROLLLOCK:
img.setCapture(!img.isCaptured())
case sdl.SCANCODE_F15:
fallthrough
case sdl.SCANCODE_PAUSE:
if img.isPlaymode() {
if img.dbg.State() == govern.Paused {
img.dbg.PushSetPause(false)
} else {
img.dbg.PushSetPause(true)
}
} else {
if img.dbg.State() == govern.Paused {
img.term.pushCommand("RUN")
} else {
img.term.pushCommand("HALT")
}
}
case sdl.SCANCODE_A:
if ctrl {
img.wm.arrangeBySize = 1
} else {
handled = false
}
case sdl.SCANCODE_R:
if ctrl {
img.dbg.ReloadCartridge()
} else {
handled = false
}
case sdl.SCANCODE_M:
if ctrl {
img.toggleAudioMute()
} else {
handled = false
}
default:
handled = false
}
if handled {
return
}
} else if ev.Type == sdl.KEYDOWN {
// for debugger mode we test for the ESC key press on the down event
// and not the up event. this is because imgui widgets react to the ESC
// key on the down event and we only want to perform our special ESC
// key handling if no widget is active
//
// if we perform out special handling on the up stroke then the active
// widget will be unselected and then the special handling perfomed on
// every ESC KEY press. we don't want that. we want the active widget
// to be deselected and for the special handling to require a
// completely separate key press
if !img.isPlaymode() {
switch ev.Keysym.Scancode {
case sdl.SCANCODE_TAB:
// in debugger mode do not handle if an imgui widget is not
// active (see the sdl.KEYUP branch above for opposite
// condition)
//
// this prevents a KEYDOWN being forwarded to imgui and without
// the corresponding KEYUP if the TAB key was consumed becaue
// IsAnyItemActive() was true at time of KEYUP. without this
// check imgui thinks the TAB key is being held down
if !imgui.IsAnyItemActive() {
return
}
case sdl.SCANCODE_ESCAPE:
if !imgui.IsAnyItemActive() {
if img.isCaptured() {
img.setCapture(false)
img.term.pushCommand("HALT")
return
} else {
img.setCapture(true)
img.term.pushCommand("RUN")
return
}
}
}
}
}
// forward keypresses to userinput.Event channel
if img.isCaptured() || (img.isPlaymode() && !imgui.IsAnyItemActive()) {
mod := userinput.KeyModNone
if sdl.GetModState()&sdl.KMOD_LALT == sdl.KMOD_LALT ||
sdl.GetModState()&sdl.KMOD_RALT == sdl.KMOD_RALT {
mod = userinput.KeyModAlt
} else if sdl.GetModState()&sdl.KMOD_LSHIFT == sdl.KMOD_LSHIFT ||
sdl.GetModState()&sdl.KMOD_RSHIFT == sdl.KMOD_RSHIFT {
mod = userinput.KeyModShift
} else if sdl.GetModState()&sdl.KMOD_LCTRL == sdl.KMOD_LCTRL ||
sdl.GetModState()&sdl.KMOD_RCTRL == sdl.KMOD_RCTRL {
mod = userinput.KeyModCtrl
}
switch ev.Type {
case sdl.KEYDOWN:
fallthrough
case sdl.KEYUP:
select {
case img.userinput <- userinput.EventKeyboard{
Key: sdl.GetScancodeName(ev.Keysym.Scancode),
Down: ev.Type == sdl.KEYDOWN,
Mod: mod,
}:
default:
logger.Log("sdlimgui", "dropped keyboard event")
}
}
}
// remaining keypresses forwarded to imgui io system
switch ev.Type {
case sdl.KEYDOWN:
img.io.KeyPress(int(ev.Keysym.Scancode))
img.updateKeyModifier()
case sdl.KEYUP:
img.io.KeyRelease(int(ev.Keysym.Scancode))
img.updateKeyModifier()
}
}
// serviceWindowEvent implements the sdl.EventFilter interface
//
// we handle sdl.WindowEvent events in the event filter because there is a bug
// in MacOS/OpenGL which means windows are not refreshed during a window
// resize, only when the resize is finished. this results in poor visual
// feedback
//
// bug described here with suggested fix:
//
// https://stackoverflow.com/questions/34967628/sdl2-window-turns-black-on-resize
func (img *SdlImgui) serviceWindowEvent(ev sdl.Event, userdata interface{}) bool {
switch ev := ev.(type) {
case *sdl.WindowEvent:
switch ev.Event {
case sdl.WINDOWEVENT_FOCUS_GAINED:
// the time when the window gained focus see windowFocusedTime
// declaration for an explanation
img.windowFocusedTime = time.Now()
case sdl.WINDOWEVENT_SIZE_CHANGED:
if img.polling.throttleResize() {
img.screen.crit.section.Lock()
img.playScr.setScaling()
img.screen.crit.section.Unlock()
img.renderFrame()
}
}
return false
}
return true
}